Particles to follow my mesh hair style?
Tangent emission

1) Without Particles System

Depending on your project's need, an alternative approach would be to use an alpha mask to mask the tip of the polygons and not showing the borders. It's a common strategy to avoid particles.

       

2) With Particles System

If you want to use particles, you could instead take advantage of the Tangent Velocity emission properties. By default hairs are pointing toward the emission face's normal. Giving everything the punk &amp; spikey look. To see the Velocity tab you'll have to enable Advanced options in the Particles system tab.

Once unwrapped your objec and controlled the flowing of the UV island like in the image below:



you just have to set the Normal velocity to 0 and transfer it previous value to the Tangent parameter (see the cursor), so hair particles will follow the direction given by the UV map.



Obiuvsly, this is just a starting point. If you would like to gentle set up the hair in a natural position, you'll have to comb them with the proper tools or run a physic simulation of the scene (you'll have to enable Hair Dynamics in the particle system and Collision for the "head" the object) like shown in the floowing image sequence: